陳佳琪;林世宏CHIA-CHI CHEN;SHIH-HUNG LIN陳宥睿Yu-Jui Chen視光學系2026-03-242024/7/2820212021/7/13https://handle.ncl.edu.tw/11296/7dw75nhttps://scholars.csmu.edu.tw/handle/123456789/6498一、 研究目的此研究藉由調查年輕人定期定量的使用虛擬實境(Virtual Reality, VR)後的雙眼視覺是否有差異及疲勞程度去推測對生活的影響。二、 實驗設計篩選期:設計以臨床試驗的隨機研究為基礎,受測者在了解實驗內容及簽署同意書後進行第一次一般性雙眼視覺檢查與評估。檢查與評估結束後將受試者分為長時間組、短時間組。追蹤期:與長時間組的受試者排定好時間後,開始為期12週,一週4次,每次遊玩1小時的VR並追蹤每一次數據,每次遊玩開始前必須做前測並紀錄,結束遊玩後必須做後測並紀錄。 重要檢查與注意事項:每次測驗開始與結束後進行眼生理以及功能的檢查。檢查內容包括視力 (Visual Acuity, VA)、負相關調節/正相關調節(Negative Relative Accommodation / Positive Relative Accommodation, NRA/PRA)、調節幅度(Amplitude of Accommodation)、近點水平融像能力(Horizontal vergences at near)、近點垂直融像能力(Vertical vergences at near)、融像性交叉圓柱鏡(Fused Cross Cylinder, FCC)、托靈頓試驗(Thorington test)、馬篤氏鏡(Maddox Rod Phoria)、調節靈敏度(Acommodation Facility)、開散聚合能力(Convergence) 、非侵入式淚液破裂時間(tear break-up time, TBUT)、淚膜表面質量(tear film surface quality, TFSQ) ,如檢查過程中受試者表達不適則檢查立即中止。三、 研究程序本研究預計長時間組收案人數為20人,短時間組人數為30 ~ 40人,在使用VR前與使用後進行雙眼視覺以及一般常規性眼睛非侵入性檢查每次執行研究流程如下:1. 使用前進行同意書簽名。2. 測量第一次雙眼視覺功能,另外包含非侵略性破裂時間檢查,並分組3. 進行第一次測量使用VR前的雙眼視功能以及非侵略性淚膜破裂時間檢查。4. 使用VR軟體進行60分鐘。5. 隨即測量第二次雙眼視覺功能,包含非侵略性淚膜破裂時間檢查。四、 研究成果1. 長時間組跟短時間組進行成對樣本T檢定,長時間組在左眼調節幅度、聚合融像能力、開散融像能力、右眼調節靈敏度、左眼調節靈敏度、雙眼調節靈敏度顯示有統計學上的顯著差異,短時間組發現只有在左眼的調節幅度以及右眼的調節靈敏度有統計上的顯著差異2. 在淚液表面質量的項目不論是右眼還是左眼,都沒有顯著差異,以及取下VR頭戴式顯示器後進行每一項雙眼是檢查,皆無因為眼疲勞可能造成的雙眼視影響出現,所以推測在使用VR一個小時,並不會對眼睛造成明顯的眼疲勞情形。Purposes: This study investigates whether there is a difference in binocular vision and the degree of fatigue after young people use Virtual Reality (VR) regularly and quantitatively to predict the impact on life.Methods:Screening period: The design is based on a randomized study of a clinical trial. After the subject understands the content of the experiment and signs a consent form, the first general binocular visual inspection and evaluation will be performed. After the inspection and evaluation, the subjects were divided into long-term group, short-term group.Tracking period: After arranging a good time with the subjects in the long-term group, it will start for 12 weeks, 4 times a week, play VR for 1 hour each time and track each data. Pre-test and record must be done before each play, After the end of the game, a post-test and record must be done. Important inspections and precautions:The physiology and function of the eyes are checked at the beginning and after the end of each test. The examination content includes Visual Acuity (VA), negative relative accommodation (NRA)/positive relative accommodation (PRA), Amplitude of Accommodation (A.A.), and horizontal vergences at a near point., vertical vergences at near, Fused Cross Cylinder (FCC), Thorington test, Maddox Rod Phoria, Acommodation Facility , Convergence, non-invasive tear break-up time (TBUT), tear film surface quality (TFSQ), If the subject expresses discomfort during the examination, the examination shall be immediately terminated.Research procedure: In this study, it is estimated that 20 people will be admitted in the long-term group and 30-40 people in the short-term group. Binocular vision and general routine eye non-invasive examinations will be performed before and after VR use.The process of each execution of the research is as follows:1. Sign the consent form before use.2. Measure the first binocular vision function, including non-aggressive rupture time inspection, and group.3. Perform the first measurement of binocular visual function and non-aggressive tear film rupture time before using VR.4. Use VR software for 60 minutes.5. Immediately measure the second binocular vision function, including non-aggressive tear film rupture time inspection.Results: 1. The long-term group and the short-term group perform paired sample T test. The long-term group has the left eye adjustment range, aggregation fusion ability, disintegration fusion ability, and right eye. The adjustment sensitivity, left eye adjustment sensitivity, and binocular adjustment sensitivity show statistically significant differences. In the short-term group, only the adjustment range of the left eye and the adjustment sensitivity of the right eye have statistically significant differences.2. There is no significant difference in the quality of the tear surface, whether it is the right eye or the left eye, and every binocular inspection after removing the VR head-mounted display, there is no binocular impact that may be caused by eye fatigue. It appears, so it is speculated that using VR for one hour will not cause obvious eye fatigue to the eyes.頭戴式虛擬實境年輕成年人雙眼視覺調節開散聚合head-mountedvirtual realityyoung adultsbinocular visionacommodationconvergence頭戴式虛擬實境對於年輕成年人之雙眼視覺及視覺疲勞影響及調查thesis